- New animation after astral hits- J.B > J.4B can no longer be performed.- The performance and rendition of his Astral has been changed.- Hitting with Dive causes you to bounce like you do for JD.- If you use OD and then enter curse, curse meter will still drain.- Inverse might be unchanged during OD. I don't know about the minimum damage though.- Hitting someone with B bug causes them to fly in the 9 direction.- All the new cloud move does is slow down the opponent's movement.- Ground BPQ makes Arakune do a normal jump towards the opponent, disappear on landing, and reappear at the location BPQ was done.- I don't really know the recipe for instance curse in the corner, so I didn't try it.- I could not jump cancel from J.B...5B and 5D cannot also be jump cancelled... - 6D now connects to a dive cancel.- D>3C connects.- You can dive cancel into 5D. - Dive cancel 6D connects- jA/6D etc seems to connect from ground throw- D>3C connects- Was there always a jB>jA gatling?- Near the corner, something like~6B>A dive cancel>6D>jA>jC>B dive etc. might work

- With 5D wallsticking, here's a combo that connected today.

In the corner, with your back to the wall:- 5C normal hit (forward jc)>JA>JC>A dive>slight delay 5D(instant dash cancel)>5B

- 5A also connects after the 5D(dc). Depending on the character, it might drop before the 5D though.

- Throw＞JA＞JB＞JC＞Dive＞6D

- 2A＞2C＞6D＞5A＞6B＞JD＞6DIn the corner, JB starter works too.

- 5A＞6B＞5D(Curse)＞CD Bug＞ Wheel ＞CD Bug＞6C 2 hits

- After these, even D bug blue beats.

- fog doesn't launch even with the final hit- JD launches on hit. Not sure if it's ch dependant or what, but depending on spacing, 6D connects afterwards- 2C does multiple hits and doesn't launch. 2C>6D doesn't connect on anyone midscreen except Tager? It seems like it works on everyone in the corner, but I didn't test it on all chars- 6D summons a bell bug even when used in the corner. It doesn't disappear offscreen.- Dive launch on downed opponent got changed. Dive cancel no longer needed? Goes into 6D.- Ground throw goes into combo without any heat needed. It's not that great, but stationary 6D is a pretty easy followup- 5D not jump cancelable. Can't cancel into anything besides dash cancel, special cancel, and 3C?- 5D>3C connects. After 3C, the only thing that connects is the A+B guardcrush move? From the guard crush move, 5D connects- JB not jump cancelable. JC>JD route removed. Only way to go into fog from JC is dive 6D?- JB by itself is rather weak. It has good coverage though.- The return off airthrow isn't great, so for air-to-air JA is more reliable.- Using J4B instead makes JC unavailable from that position, so you're left with either spider or cloud.- It hasn't been mentioned in this thread, but Dive doesn't connect off of air throw.

- New Super is GOD!Similiar to Chipp's Maximum Spider super except it is an air command grab that hits the whole screen. Does 2700 damage.- FRKZ is REALLY STRONG.- j22A is similiar to Platinum's Swallow Moon- Steel Rain costs 4 nails, unsure how to use.- Guard Crush is bad.- CP Bang >>>> EX Bang- Crush Triggers don't seem balanced between the cast.- Hitstop is decreased and Combos are short, so the game feels much faster.- new combo route -> 6C>J22a>J4C>6C～- FRKZ deactivates in the middle of a combo- SuperCrash is bad

- 6T = Forward Throw- 6T > 2D damage doesn't change during OD (1915)- 5B > 5V > Rhapsody damage doesn't change during OD (2331)- It seems like Nirvanas attacks doesn't get a damage boost during OD. DD's don't get stronger either.- When I try to do cross-up J2C > 5B it won't connect.- AH comes out with 64641236D. Maybe the command is changed to 641236D?He shouts "Deus Ex Machina" so it should be same move.The Doll moves infront of Carl and then does a small self-destruct.If it hits opponent is staggered. Opponent lives. The match continues. Probably a bug.So in the end, I couldn't see his AH.- You can time Cantabile > 6D by releasing the button as Cantabile (2) hits.- Brio > 5B does about 1770.- 2D > 5B does about 1000.

30/08/2012- Tenerezza has 1.5~2 times the reach of 6D. Horizontally it's pretty reliable, but it's a little iffy vertically. You'll want to keep that in mind if you're planning use it as a pick-up after Cantabile. The animation is like a smaller version of 4D. Her claws generate the same visual effect as Ignis's 2D, and the effect on hit seems the same as well.- Proration for Anima doesn't seem to have changed much. The only thing of note is that damage for it doesn't seem fixed when used in combos.Whatever>Anima>2B>5B>aerial yielded slightly less than 3000.- OD definitely decreases Nirvana's after-move recovery. Recovery is about the same as for Unlimited. However, startup is unchanged, so we can't do things like Unlimited's 8D spam wall. Can't say for sure if it'll be useful yet.- Rhapsody is fast. Hold time decreased though.- Cantata knockaway now goes diagonally down.- 4D is really hard to followup.- Cantabile launch is too low. Putting aside the issues of doing followups with Carl himself, we can't even do any practice in EX.- Although even while making all these complaints, I think these adjustments might be alright. He's the type of character that always gets negative feedback in the beginning and ends up with things like throw shenanigans and pseudo-unblockable loops later on, so I have good expectations this time as well.If there was something confusing about Tenerezza, etc please feel free to ask. - I tested the 8D unblockable and was able to complete the full combo using our current recipe, but proration didn't kick in.- Midscreen:2D>J2C>5C>Brio>JB>JB>JC>Tenerezzaconnected, but I don't know about after that.- 5B > 5C > 6D > JC loops for eternity, newbies got tears in their eyes.Jokes aside, 5C is really easy to touch with because of its range, and because it is jump cancelable, you can either continue to advance while having overhead option or jump backwards to start over, when it is barrier guarded the knockback is strong.

- Gadget Finger has MAJESTIC pull (tap it and flying opponent is grounded. Hold it and it got Collider pull sideways. )- J2C > 5B possible- C Driver > Gadget possible- Overdrive lasts for about 4 seconds at full health.- 5A>5B>5C>6A>3C>Collider whiff>5B>JB>JC>JD>Punishment deals about 2700 damage.- In the corner, 5A>5B>3C>Sledge>Hammer>5B>4D>5B>JB>JC>Punishment deals about 3000.- With the back to the corner, 2B>2C>Collider>2D>5B>Sledge>Hammer>5B>4D>3C>Gadget deals 3100.- People say that Tager doesn’t need his old Collider if his combo rate has become higher.- Buffering 720 during OD is possible, but only if the enemy is mashing stuff (?).- The electricity gauge seems to build up at about the same rate.- 5D seems to have bigger hit stun, even on normal hit.- 720 changes in OD, though the exact change is not confirmed. Probably pulls them in better. Couldn’t try MTW in OD.- Spark Bolt applies magnetism even when Azu-nyan blocks it with his Raoh aura.

- 6B can be jump-canceled.- 6A lost its jump cancel… again.- Crush Trigger is an downward strike with the right hand wrapped in lightning. You can hold it, though it doesn’t have the pull. Hitting airborne opponents knocks them down, which you can follow up with a combo.- CH 4D sends the enemy flying at a different trajectory- j2C causes ground bounce on counter-hit- j360C keeps the jump’s momentum until you start charging it. When you do, Tager stops in midair, and then falls straight down.- You can combo after Grand Punishment with a Rapid Cancel.- Seems like Tager can’t use OD to cancel in combos?

- 4Dch seems to give the opponent a similar trajectory to Spark in EX- On ground hit, 4D counter staggers (5C failed to connect after). On air hit, it's as noted above.- 2C>Crush Trigger>5B>5C>4D>5C>6A>2C>Collider>Gadget does around 3300- After Collider, I tried doing Spark>5C>6B but it became techable on the 6B.- Also, off a 5A starter, Spark>5C>6B doesn't seem to work.- 5C>6A>2C>Collider>Spark>5C>6B>JB>JC>Punish 4400- Just confirmed at the loctest, 2B>2C>dlA Sledge>5C>6A>Collider works- From A Sledge,I had thought 5C>6B>Aerial might work, but A Sledge puts them too far away for 6B.It works in the corner.- Also, I was trying to pick up with 5B after back to the wall Collider>2D, but it didn't work very well. - I was able to follow up with B Sledge instead.- 2B>2C>dlAスレ>5C>6B>JC>JD>5C>2Dで3370くらい

Corner Combo- 2B>2C>dlA Sledge>5C>6B>JC>JD>5C>2D did around 3370If we could insert 4D in there somewhere it'll probably go higher.Although that might take away our ability to do a 2D ender.

- When there was too much proration for Diagonal Spark>5C>6B>JB>JC>Gurren to work,Diagonal Spark>high jump>JC>JD>Gurren seemed to work.- For long combos, this seems like it would be our go-to ender.- Gadget seems to give 10 heat, 360B gives 30.

- 100% truths- 5c>j.2c not possbile. 2c>j.2c not possible.- ch 5c>6b doesn't work even if done as fast as possible.- air ice sword recovery increased.(can do air movement if thrown out with high jump)- if you dont rc hizansen and hizangeki you cant move until landing.

Based on feeling-6a on hit feels the same.- inner side of 2d got a little wider?- air attacks float changed(not at a level where it messes with combos that work on all chars)- sekka's lock state is kinda decent.(excluding mdiscreen on air hit)- ice car still can get ib punished.- ice car 2nd hit will still connect even if heavily prorated.- ex ice car 2nd hit and hizangeki whiff are key moves for combos

- Overdrive: Daisharin - Possible number of inputs and anything else regarding possible changes to the super are not currently known.- 632146D - Kokushi Musou: The hits seem to have been taken away from the start of the super and added on to the Mantenbou spin at the end. Mantenbou spins up much higher and longer than before, it is likely that opponents will be able to crouch under it.- 6D no longer causes wall bounce but rather wallsplats. Due to this, it is not possible to followup with Hatsu. Instead, Haku - Hatsu must be used.- Rekka follow up Chun no longer causes the spinning launch state as it did in BBCS:EX, it now causes a very weak bounce that doesn't seem possible to follow up.- The staff set positions of 6D and 4D have been switched with eachother. 6D is now 2D set and 4D is now 5D set.

- 5D's untechable time - long enough that even though I misinput dash 2c and got 3c, the 3c connected- 6C> Lunatic Upper > Rush (stop after 1 hit) has become a lot more comfortable but can't pick up even with 5aStargazer's wall/turn effect lets you combo from midscreen -> corner with 6C > lunatic upper> star (?)- 5CC>OD>mini dash 5CC connected. During OD, 5CC>2D, 6A> JD as well- grounded 2D > 2C doesn't work. 5D > 5B>6A>2D>2C is possible, 5B>6A>2D>JD isn't (but is during OD)- Off a High 2D hit, comet probably also works but forgot to check- Comboing Ragna, JD>5B>5CC didn't work. Did the hitbox get lowered? (also possible that it is due to proration)- As usual, with Jin in his slide state near the corner, 5B5C doesn't work- While down, Lunatic upper> stargazer doesn't work- One time I got a CH Corona Upper, the floating seemed higher, maybe it's once again possible to pick up afterwards?- Meteor dive as an ender needs to put in 1 or 2 beats earlier or they'll tech.- New moves seem hard to use during combos- Air throw can easily be followed up with 2b.

Combos I was able to do. May be able to be extended longer, but didn't test.- 2A>5B>5CC>5D>2C>Star>5CC>Corona- 6BC>5D>2C>Star>6A>2D(>6A)>JB>JD>5CC>Corona- Forward throw>Stargazer>6A>2D>6A>JB>JD>5D>5CC>Corona

Ideas:- 2A>5B>5CC>5D>5CC>JB>JD>微ダ2C>スター>5CC>コロナ- 6BC>5D>2C>スター>5B>dl6A>2D>コメット>5CC>JB>JD>5CC >コロナ- 6投げ>スター>6A>5D>2C>コメット>5CC>JB>JD>2Dor5CC>コロナ- 6BC>5D>OD>2C>スター>5B>6A>2D>JD>スラコメ>5CC>コロナ- Feels like if you search for the right starter- then stargazer and comet both should have workable routes- But from tomorrow, there's no loketest so we can't look for them

- Played at the loketest. Makoto seems straight up stonger.- Lander lvl 3 leaves at a slight advantage if blocked I believe- Numerous times, we both jumped afterwards, and I got into the air first.- During matches, after having lander blocked, my moves afterwards were all CHs.- But, Lunatic upper > Lander level 3, got thrown in between, so level 3 doesn't seem like it works to stop mashing.- Cosmic ray as others have written is a rush move. Slightly negative on block and leaves a bit away, cannot be punished. Excellent.- A+B crush trigger seems to have a swinging down motion (don't remember well)- Slightly delayed activation while gatling did not allow for a cancel.- guard crush state lets you easily do a dash 5c.- Air throw > 2a connected with no gauge.- Other characters have lost lots of jump cancels or gatlings, but all of ours are intact as of now.

- J2C is still at a frame disadvantage on block.- No projectile invul on any of Asteroid's startups. The new move Cosmic doesn't have any invul either.- There doesn't seem to be any way to fit Lander or Cosmic in combos. Maybe once with OD? Depending on level, etc.- Tager has integrated CT into his combos so I tried 6ACH>CT, but nothing seems to follow up after.- Corner sliding down>5B/5CC etc. didn't used to work on Jin/Valk, but for 5D sliding down only, if you run all the way up to point-blank range it connects.- Lunatic>Gazer can't be interrupted with throw even after instant blocking the Lunatic (I was told by my opponent)

- Based on video footage, its possible that BT > fenrir in corner may no longer connect as smoothly as it use to anymore. Video is too small to see if it red beat or blue beat on opponent but the opponent hits the ground before fenrir connects. (Either its harder to connect or the player didnt do it fast enough. Hard to say since it looked like it was the fastes input overall that the game allowed for the player due to the new wallstick property on BT)

- New moves - Happy Magicka (41236C): Platinum turns her staff into a huge hand that taunts the opponent, this is a counter move. If the opponent attempts to hit Platinum while she is in her counter stance, she will teleport above the opponent while riding the Swallow Moon balloon.- New Item - "Jack-in-the-Box" (5D and 214D): Platinum drops a present box on the ground. If the opponent goes near it, a Platinum face shaped "ball" will spring out of the present box, launching the opponent into the air on hit. 5D drops a present directly in front of Platinum while 214D launches two presents in front of her as seen in the video clip.

Normals- 6B: Can be followed-up if used against an airborne opponent in the corner.- 6C: It now has Same Move Proration. It launches the opponent on ground hit as it did in CSII.

Items- Hammer: You only get 2 stocks for this item now. It can no longer be used in combos and it instantly Guard Crushes on block. j.D does not Guard Crush though.

Specials- 236B: Wall sticks when used in the corner.- 22C: It now has Same Move Proration.- 41236D: Can now be RC'd. - Present staff has 4 charges, you can have 2 presents on the field, 236D(?) uses 2 charges

Crush Trigger- Her CT can be charged, just like Tager’s.- The exact properties of the charged version are unknown.- The minimal start-up is about 20 frames, with the charged version being 30 frames.- The move feels slightly advantageous on block.- When blocked with barrier guard, it seems to remove various amounts of barrier gauge depending on the character. Noel got to the DANGER state in two CTs, while Ragna got about 40% of his barrier gauge removed by a single CT.- Thus, the amount of the barrier gauge removed seems to correspond with the amount of guard primers in CS (Noel loses 2/4 of her gauge, while Ragna loses 2/5).

- 5C > 6C combos, but it might be crouching only.- 6B wallbounces in the corner.- 5A > 5C > Mami > 6C > Swallow Moon > j.C > 6A > Mami did 2.8K.- CH 5D Bat causes a arial spinning state, rather than a large launch. Looks like you can follow it up with 6A > 6C stuff.- You can have two presents out at a time, she has a total of four. 214D puts out two at a time.- Her parry is active for a really long time. Her staff turns into a giant hand and starts motioning the opponent towards her.- j.D (Pan) > 5C still works fine.- Mami wallstick still lets you followup with the same combos.- 5A > 5C > Mami > 6C > Swallow Moon > j.C > 6A > Mami was 2.8K, but they teched while Mami was hitting. It looked really unsafe.

04/09/2012- Happy Magica: 1 frame start up, activated by highs, mids, lows and projectiles. Last for quite a while. when hit, Plat will end up 2 character heights up in swallow moon. The animation is her sticking her butt out and making eyes at you, while the staff becomes a beckoning finger.

- Magical Present: After being placed, if the opponent passes over the present, a vertical attack starts. 4 stocks. Good proration. Momo throws two presents. Air version throws it under Plat, so could be useful as okizeme or anti-antiair.

- Powered Present: works the same way as normal present. Hits twice. The second hit launches very high and is untechable until hitting the ground. There are some rumors that you can hit the treasure chest and make it go away.

- Crush Trigger: Shoots a fist from a bazooka. Ground hit causes stagger, air hit causes a large wall bounce (midscreen as well). Can be charged (but not sure if that makes a difference). fastest startup is about 20f, full charge is 30f or more. Excellent Proration (maybe)

- Magical Heart Catch: Overdrive. During the overdrive, items are unlimited. Melee weapons will still be completely removed by Momo, but the projectiles will not.

- Fallen Melody: Added SMP. More recovery (?)

- Mami Circular: Wall sticks in the corner. can comno 6C after the stick. Can still do 22C after it. Midscreen causes the ground slide like before

- Dramatic Sammy: RCable. Not sure what kind of proration this will have

- Swallow Moon: Can move the bubble around faster

- Air Persia: ground version third hits: A causes ground slide in front of Plat, B causes a high ground bounce (hard to combo after, techs while in the air), C causes ground slide behind Plat.

- C bubble: simply stops when reaching the corner. does not cause wallbounce.- A bubble: causes wallbounce when reaching the corner, similar to previous wallbounce (maybe referring to wallbounce in EX?). traveling speed at startup (lit. ascension startup) is about the same, but after wallbounce, slowly starts traveling next to a point that's located at around the highest point that C bubble travels to- B bubble: unknown

- 6A: no float on hit

- 6B： Added wall stick in corner. added SMP. could be useful for ending combos when you can't end with Mami.

Lobelia- A Lobelia and C Lobelia distance is shorter- Aerial A Lobelia now reaches from screen edge to screen edge- Even if you hit, you can't really follow up ABC air Lobelia from midscreen anymore- Hitting with Lobelia knocks the opponent down at a pretty steep slant- Hitting with air BC causes a hard knockdown- ＞３Ｃ＞various Lobelia for followup doesn't work anymore

４Ｂ- 4B normal hit causes bound, allowing for pickup with 5A, etc.- All you can do after 4B is blocked is special cancel, so punishment with snakes, etc is guaranteed- After 5CC's wallslide, 4B>5B connects

Lotus- Lotus sends a number of bats? after the opponent equal to the number of poles out- No difference in effect even if you hit with 3- Using Lotus in the air leaves you with a horrible amount of recovery

On Platinum midscreen, 3C>Lily full hit confirmed (It seemed to full hit on all the characters I fought with)The effect got thinner, but it didn't really seem to miss much.Wind Lv1 J2C seems impossible

Corner- I wasn't able to confirm 2A>5B>5CD>C followup>Frog>3C pickup- 5B>5CDC>4B>5B>JB>JC>jc>2D>JC>Lily>Pumpkin>3C>Frog was about all I could do- 2A>5B>5CD>C followup>4B>Frog for oki seems to be pretty stable- Might be able to do frog oki from 5B>5CD>C followup>4B>Frog>5B>JC>jc>J2C

29/08/2012- The 5B>jc>3DJB>JC>5B carry combo can no longer be looped twice.The radical shortening of JB's untechable time? seems to be the main cause.- Lobelia now bounces back if it hits the actual wall (stage wall).Whether the returning projectile has a hitbox or not is unconfirmed.- If Tempest Dahlia hits, you can no longer move until the DD finishes.On miss or block it works the same as before.

- 4BHas repeat proration. Didn't get to the point of figuring out the values.- J2CRepeat proration seems unchanged. Confirmed that J2C(Lv2)>5B>JC>J2C(Lv1) triggered repeat proration.Startup might be slower after all? 5B>J3CD didn't connect...I think.- 3CHas repeat proration. I think it was to prevent 3CC loop during OD from being the most optimal combo,but the repeat proration this time makes it seem like a bad ender.Launch is low? 3C>Iris didn't connect unless 3C did 2+ hits. Might be a problem with Iris startup instead?- Ground throwOur hime-sama can finally special cancel from of her throw! But I don't know how we'd use this.I don't think Throw>Pumpkin>5D came out in time.Maybe only for Iris, Lotus followups when you're midscreen with poles and no wind?- Air throwAlso special cancelable. I don't know how we'd use this either.Using Air BC Lobelia in the corner caused the projectiles to bounce back and hit,but it became techable the moment they hit and I wasn't able to extend it.I didn't try it, but I wonder if Lily, etc would work?- LilyHold time on hit got shortened? I tried to do ~Lily>hj8D>(airdash)>Air Lobelia>J2C(Lv3)>~,but it felt like the opponent started falling before the Lobelia came out...- J2C(Lv2) combosI touched on this in the J2C section, but it seems like it got slower.It works if you press the button when J2C is bordering on Lv1.- ODCan be canceled into from special-cancelable normals. You can do stuff like 3C>OD>5B, etc. Activatable in the air too.Even using Dahlia during OD didn't seem to yield any noticable differences. I forgot to check Lily, sorry.. To give you an idea on recovery speed, you can do about 7, 8 hits using only Pumpkin in OD.

- Overdrive does not change Carnage Scissors at all. (maybe its health drain increased? the only change i see is that of DbD)- Dead Spike > dc on hit or block is definitely possible, but the frame advantage is unknown.- Dead Spike > dc feels like -5.- Dead Spike's startup and reach have been greatly buffed- Dead Spike now is dash cancellable.- I wonder if Dead Spike > dc 623C > RC can be used as an effective approach? (tn: i doubt it)- These new Dead Spike changes may make the Rachel matchup more interesting.- As expected, he doesn't feel as versatile anymore. Defense seems a bit risky now? I wonder if you can use the dash cancel from Dead Spike to get closer to the opponent? - Maybe DS > dc will become less minus on block, or even plus? Active frames seem pretty short.- Blood Scythe > dc possible- Blood Scythe in BK is pretty bad; using it when in the corner will cause Ragna to go over the opponent.- Seems that combos rely on Blood Scythe's ground bounce- Blood Scythe dash cancellable in the air (?)(in BK) corner BS > 5D works- 22C's wallstick (what) is fine, but I'm sad that 6C lost its dash cancel- 22C > 236D will not work without an RC. It doesn't seem like you can follow up with 5A and 2A in the corner without using RC, but if using dash cancel, you can followup with 5C.- Landing 22C seems pretty easy- 5D(2) recovery is definitely shorter- Seems like 5D(2) has repeat proration removed (maybe)- I wonder if repeat proration was removed since dash cancel was removed as well?- We thought that j.D's untechable got nerfed, but it turns out that the combo above seemed to work perfectly, so maybe it didn't get nerfed.- Are we able to followup after BS ground bounce?- forward throw doesn't wallbounce anymore- Didn't someone said that CT combo routes will work?- During CT, we were able to figure the combos out ourselves.- 5B > 5C > 5D: roughly 2k damage, damage looks buffed in general- The frame advantage on block hasn't been messed around with yet, but the following combo seemed to work: 5B > 6A > jc j.A > j.C > jc j.C > j.214C > 5D > 236D > dc 5A > 5B > 6A > jc j.A > j.C > jc j.C > j.D > j.214D roughly 2800- corner 5B > 3C > 22C > 236D > dc 5C seems like an effective meterless combo route- 6C's launch after 2D > RC has gotten lower.- If we can't do 6C > dc...- ...we can always do 6C > jc.- If 6C > dc is gone, you can always do 6C > 214B, although anything will do at this point- 6D > blood scythe works, so it seems like 6D still has its large untechable- I wonder if 3C > DS > dc oki is possible. - air combos look janky as fuck- I saw people's faces turning red after seeing DS > dc ^^- It would be nice if DS > dc was like Gunflame > FRC dash

- Opponents cannot perform bursts during Overdrive, meaning BK combos became more useful- Decreasing the OD meter by 70% certainly seems a bit dangerous- It may have been just this loketest, but Carnage Scissors first hit doesn't seem to down the opponent.- Not being able to burst while in OD...I wonder how Arakune will turn out.- BKI seems to be about the same anyways. Maybe being given the choice between BKI and burst is a good thing to have.- BKI doesn't drain health- Well, I would've been sad if they kept the health drain in BKI, but I guess on the other hand the health steal has been nerfed. Using it when at around 5000 health or so doesn't seem to benefit a whole lot.- Even if we get a 4000 damage combo with a 7000 health difference, I doubt BK combos are going to be super useful.- Health steal on DbD when using OD at 10% increased- At this rate Ragna's health steal is gonna be fucking broken lololol- 6C > jc j.214D > 5B > 6A > hjc j.C > j.D > jc j.C > j.214C > 5D > 623C > 236C > 236CDoes about 3100 damage, but you could probably extend the combo using DS or 22C- Dead Spike was slower in the first loketest. Can't help it I guess.- Being able to crossup by cancelling into Blood Scythe from a normal at the right distance seems interesting.- DID has fatal counter now so if it had its invincibility frames back that would be kinda stupid...- corner 5B into 22C > 236D > 5C~ combo can net 4.4k.He still does way too much damage- I'm guessing most DS inputs will become DID inputs now...there's gonna be a whole lot of big combos- If I hit the opponent as a result from screwing up it's not my fault. Maybe if you want to perform a dashing Dead Spike, you would do 6641236D.

29/08/2012Loketest changes summary- 6A launches higher, cannot be jump cancelled on block- All C gatlings from 6B has been removed- 6B > 6A gatling added- 6C and 5D dash cancel removed- 5D(2) repeat proration removed- ID Straight Punch's wallbounce effect changed to wallstick, additional hitstun greatly decreased. Still able to follow up with 3C > 22C.- GH Spin Kick untechable decreased. Followup-able with hj j.A so far.- Dead Spike input changed to 236D, covers about 2 character widths now. Blockstun has increased, but it doesn't feel like it's safe anymore (maybe). Untechable doesn't seem any different, since 5C still connects. Now dash cancellable, both on hit or block.- 22C causes opponents to slide now, and its hitbox got bigger (works at farther distances). Causes wallstick in the corner, however it is not followup-able, even with 5A. Now dash cancellable, and is followup-able to 5B.- New special: Blood Scythe (214D, j.214D). Ragna jumps in a huge arc, changing his sword to the scythe (ala his astral) and falls down, swinging his scythe on the way down. Hits overhead, has a large hitbox and slow startup (j.D gives barely enough untech to combo into this). If too close, Ragna will jump over the opponent. Staggers on ground hit, causes ground bounce on aerial hit. Able to followup with 5B on aerial hit. In BK, ground bounce is higher and has more untechable, able to followup with 5D. Steals health.- Carnage Scissors(1) has now been changed to act as a normal attack (no ground bounce?).- Blood Kain name changed to Blood Kain Idea, input changed into ABCD when outside of blockstun. Able to cancel from normals and specials. Able to perform in the air. Health drain removed, duration becomes longer as health gets lower.- Devoured by Darkness (DbD) able to perform normally, however it is unknown if it is blockable. Does 2208 damage in 20 hits outside of OD, while in OD it acts pretty much the same way as it did before.

Misc. changes- DID causes fatal counter, same with aerial version- Carnage Scissors minimum damage in BK is 1050, 2nd hit may be 800 minimum- Hell's Fang ground hitstun reduced, any slight delay will cause opponent to tech.- BE launches lower and has less hitstun- BK 5D(1), 3C, and j.214D all enable usage of 22C (2D and 6B not confirmed)- Gravity seems to have gotten stronger, so BK Ax Kick followups are harder. HF followup > ID seems impossible now.- Forward throw has lost wallbounce. However, the launch distance has increased.

- Corner throw > 5B works, thus you can do 5B+C > 5B > 5D(1) > 236D

- 6A > j.214D works, so you can do in the corner 22C > dc 5B > 6A > j.214DIf in the corner (and? or?) if proration is low, j.214D will not work.

- 6C > j.214D works, but you'll go too far if you perform this in the cornerIt's a little tricky and I didn't have a lot of time to test it at the loketest.6C > j.214D > 5B > 6A > hjc j.C > j.D > j.214C > 5D > 214A >> 214D does 3.1k

- Blood Scythe seems safe on block, but whether that's true or not I dunno.

- Ground Blood Scythe feels like it's +5?Although if you use it from 5C or 5D it's hella punishable; Platinum can use 2C and it'll result in a counter hit.

03/09/2012- Hirentotsu loops became old due to how boring they were, but I'm expecting Blood Scythe loops (if real) are going to have some sort of dynamic motion.

- Blood Scythe is still safe even on IB.Blood Scythe crossup is hard to pull off and almost never happens. If it does crossup I'm thinking you can still block it with the same direction.Dead Spike dash cancel is safe on block, but whether it is on IB is still unknown.I've been playing other characters, and my friend was playing Ragna, but there were only a couple people there who could reliably test his stuff.

- So much scrub. So boring.ROM loops for half a year.

- it's confirmed that opponents can jump out after the dash cancel if Dead Spike hits the opponent at its earliest active frame.Isn't it a little tight if you use the earliest dash cancel? I'm guessing if you miss Dead Spike you'll be at disadvantage.

- Gauntlet Hades on block is safe.It's confirmed that you're able to jump out afterwards.

- Which reminds me, close-range Carnage Scissors is Hakumen j.B now?Still ends up in CH state on whiff.Don't know if it's still projectile invincible.

- Well it's okay, the people with no confidence about this don't matter anyways.Regardless, I'm excited to test out stuff for next loketest, though I don't think there will be anyone else there who'd end up making a summary of the next loketest changes.

- At this point it's pretty terrible that 6A is not jump cancellable on block, but I'm sure this doesn't mean that we won't be able to use different combos off of 6B.

- Bel rafino does not track fullscreen.- The max range is like, about as long as his 5B.- Give or take a few.

- Lugia is emergency techable on normal hit.- Relius does not get that much additional time on counter hit either.- rc>dash 5B is about all he gets on CH for the A and B version.- Can't do shit about the C version without Ignis.- Other then that Ignis needs to be close enough to pick them up with 6D/4D/2D or whatever.

- Doing 4D>Lugia instead of 4D>3C doesn't even give you a knock down of some sorts.- 4D>3C>Lugia doesn't work either.Too slow.

- Ignis consumes about 1000 units in 5 seconds for doing nothing.- That's almost 3 or 4 times as much as in csex.

- A throw can only be followed up with 236C in the corner.- They don't bounce high enough for anything else.

- 236C and j.236C launches less or the gravity is stronger.- Getting stuff like j.236C>j.214B>5C/3C to work is tough.It not impossible,but Relius does not have easy access to it anymore.

- Only the hitbox in front of Relius/to the side of Relius has been changed.- For all that it's worth,the hitbox on the lower part of his j.B is unchanged.

- Air throw>2C>6C>Gad Leis>j.B>j.C- blue beats between the j.B and j.C

Taokaka- 6B non-CH forces crouch, you can combo 6B->4D~A->5B- After a Cat Encore, you can RC->2[C] FC->stuff- j.8D follow ups are more difficult now. It seems that you can't follow up with j.C anymore and people are using j.C 3x->Cat 2 to end the combos.

- Command throw does 960 damage, gives 2 charges.- D projectile is as big as a spark bolt.- D projectile is not 2 hits, if it hits they stay there.- D proj > 236D releases an aura. Stagger state, but 6c is too slow to hit.- Crush Trigger range is about equal to 5C; startup is about equal to 22D; chargeable but effect is unknown.- Mid screen: D Proj hits once, but due to knockback 2nd hit whiffs (? has 2 hits? didn't know this...) Might be usable for oki.- C Proj is slow to start, but if you can get it out, seems usable for neutral.- Tried to use command throw when it looked like he was going to be thrown, but got countered. Might have no invincibility.- Blades super: Time from setting up the blades to shooting them is so long that it doesn't feel like you'd be able to stick it in any combos.- Blade super easy to use.- Command grab is .. questionable. Certainly not a replacement for unblockable 22D.

Drive moves- 2D can be held up to 5 charges again. Seems slow.- 5D seems slow as well. (Maybe this means charging overall seems to have slowed down?)- Charge cancel is the same; About 4 charge cancels for 1 bar.- jump > j.D recovered about 2 charges after landing.- high jump> jump> j.D recovered about 2.1. Seems like it is about equal to 5D until you hit 1 charge, then it slows down. Then it gets to 2 charges eventually and about stops.

Specials- C DP seems to have invincibility.- Followup 214x move length is based on the preceding 236x. 236C > 214B moves a gross amount.- j.236A releases a projectile, but disappears partway. (from the video, it still travels a good distance before disappearing)- j.236D > j.214D; Even diving through the projectile aura doesn't appear.- 22B CH causes stagger.- 236C now wall sticks- 22D still wall bounds in corner.- j.236A: After a raw j.236A in neutral, can't do anything. Not even j.214D.- 236X,214X: Still able to cancel into 22D on whiff.- 22B is garbage. If you hit, it doesn't down, it doesn't even stagger, it just hits them (like a 5B). In spite of that, has large recovery.- If you're at a range where 236A won't hit, there is no basic combo to do. JBBS writer said he was using C proj (which of course gets blocked, but that'll give frame adv).- j.214D : In the corner, not enough time to connect with 6C, 3C, 5C(w)C. 2B connects, but followup 2c is blue. Didn't test JD charge cancel > JC, so there might be a chance there. 214B : SMP added.

Supers- Mugen gauge does not lower while taking damage. (when blocking it should still decrease)- AH seem to be in this loketest. Looked almost the same (didn't catch what she said)- AH : goddess statue behind Tsubaki during AH is black, regardless of your color.

- Proration got worse or untechable time is less or start-up is slower or by some unknown reason, on air hit(?) 2C6B, 6BB, B2C, JB Licht won't connect for as long. I need to recheck how long you can connect.- Bega(?) stand. Ragnas corner combo seems to be DID > Punch > land 3C > Not Over > dash cancel B...- First of all, forget all Wolf combo relaunches(?), only W JBJBB works. The B keni B keni route floats too high so you need to adjust with 4D. Aerial ender is Keni > 6D/7D > transform JB > JB > JC, if altitude adjustment is needed 7D transform JC seems fine.- For using Crush Trigger (henceforth CT) in combos, I guess it is about corner throw > CT? On aerial hit it ground bounces så 2C > 6C connects. It does some damage.- You can't relaunch Wolf A>B>C>6D>HA>B>B keni B keni with 6D JB JBB.

29/08/2012- Valk's crush trigger is a kick based on a karate move.As far as I know,'brazillian kick' is a generally accepted term for thiskind of move everywhere around the world.

- 2C:worse proration.

- 6A:does not launch as high as it used to on CH.- 6A CH>(dash)2B does not work.

- 6B:1 frame slower?(2C>6B does not work but 2C>schwarz does)worse Proration.

- w.5C: w.5A>w.5C does not connect.Seems to have more than 11 frames of start up?

- Throw:better proration? floats lower.

- Nachtrosen: floats lowerNachtrosen>6D>[beast cannon x4] is possible.Nachtrosen>[wj.B>wj.A>5D]>2C>6C does not work.Can also be followed up with 6D>D>2C.

- Mondlicht:floats lower,more untech time?

- B cannon:floats lower

- Cmd grab: command changed to 236C (http://sp.bbcp.ac/chara15.php)Damage increased to 1.5k,more recovery,2C is said to be impossible to follow upwith afterwards.236C>2B works.

- The 7D>j.D>2A combo part still works,but the 2A can easily blue beat even in FC combos.(proration related issue)

- Has a move where she rolls forward and attack, chains to projectile- Bullet’s AH command is 4123641236D, but people are more interested in Relius performing an AH on her than in sharing info about her own.

- The AH command is 632146C, and it’s actually a counter. If the enemy hits you, the background changes, as Azrael blows the enemy very high upwards. The camera then shows Azrael’s face from above, as he performs an uppercut and sends a gigantic pillar of fire after the enemy. Finally, Azrael poses with his back towards the camera, Raging Demon-style.- To give you a rough idea about invincibility of his backstep and forward step, they can dodge Hakumen’s 5C from up close.- The weak points disappear if you hit them with 236D or 214D, but it doesn’t seem that the attacks gain any new properties (other than the chase option).- It can be a misunderstanding, but it seems like the enemy with both marks on can’t block?

- Red weak point moves: 5D, 6D, jD, 236D- Yellow weak point moves: 2D, 3D, j2D, 214D- These moves gain new properties when you hit the corresponding weak point. That consumes the weak point, but you can re-apply it in the same combo. Of course, the moves apply the same weak points that they get the additional properties from.

Lobelia- A Lobelia and C Lobelia distance is shorter- Aerial A Lobelia now reaches from screen edge to screen edge- Even if you hit, you can't really follow up ABC air Lobelia from midscreen anymore- Hitting with Lobelia knocks the opponent down at a pretty steep slant- Hitting with air BC causes a hard knockdown- ＞３Ｃ＞various Lobelia for followup doesn't work anymore

４Ｂ- 4B normal hit causes bound, allowing for pickup with 5A, etc.- All you can do after 4B is blocked is special cancel, so punishment with snakes, etc is guaranteed- After 5CC's wallslide, 4B>5B connects

Lotus- Lotus sends a number of bats? after the opponent equal to the number of poles out- No difference in effect even if you hit with 3- Using Lotus in the air leaves you with a horrible amount of recovery

On Platinum midscreen, 3C>Lily full hit confirmed (It seemed to full hit on all the characters I fought with)The effect got thinner, but it didn't really seem to miss much.Wind Lv1 J2C seems impossible

Corner- I wasn't able to confirm 2A>5B>5CD>C followup>Frog>3C pickup- 5B>5CDC>4B>5B>JB>JC>jc>2D>JC>Lily>Pumpkin>3C>Frog was about all I could do- 2A>5B>5CD>C followup>4B>Frog for oki seems to be pretty stable- Might be able to do frog oki from 5B>5CD>C followup>4B>Frog>5B>JC>jc>J2C

3C repeat proration is a lot worse than expected3CC>3C>5B>aerial becomes techable in the aerial portion.